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FlakNine

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  1. FlakNine changed their profile photo
  2. I added flags for DECAL too. For now I left Composite and Normal as hard-coded, but these can of course be added if there's a reason to do so. Also did a small bit of UI rework - check out version 0.14 here.
  3. Do you know which are relevant for each texture type? Albedo: can have both flags Composite: not sure Normal: always uses QUALITYHIGH, as per info in the SDK. Not sure if ForceNoAlpha is relevant here. Decal: can probably have both flags
  4. OK so I think I got this working correctly in the new version of ImageToMSFSKTX2. Take a look at v0.13 here and see what you think. You need to go into the settings page, and there you can toggle the state of the QUALITYHIGH and ForceNoAlpha flags. At the moment I only made this change for Albedo textures. I can have independent settings for each texture type if it makes sense.
  5. Glad it's working! No you won't be able to put the Albedo images into the Comp folder, because they'll be assigned the wrong texture type by the SDK. Short term you can manually add the ForceNoAlpha flag to the XML, however I should have this feature added to my script fairly soon, along with the HighQuality flag.
  6. FlakNine started following KTX2 Texture Sizes
  7. Thanks for sharing those. Looks like I was wrong with my earlier statement "and to my knowledge there are no parameters you can set which influence the file size"! I used NVIDIA Texture Exporter to view the "Input info" data embedded in the two KTX2 files - I think I found the difference - it's the x00QUALITY_HIGH flag. I can see the Vulkan format is also different but I see no way whatsoever to change that, unless it's perhaps driven by the x00QUALITY_HIGH flag. Original KTX2 file KTX file, version 2 Type: 2D Extent: 8192 x 8192 px Vulkan format: BC1_RGBA_UNORM_BLOCK (133) Mips: 14 Is array texture: false Faces: 1 Is premultiplied: false Color space: Linear Swizzle: {R, G, B, A} Key/value data: ASOBO_flags: BILINEAR\x00COMPRESSION\x00MIPMAP\x00REDUCE_LESS\x00PLATFORM_FORMAT ASOBO_opacities: ASOBO_transp: ASOBOtexversion: \x01\x00\x00 KTXwriter: ASOBO_FlightSim Your KTX2 file KTX file, version 2 Type: 2D Extent: 8192 x 8192 px Vulkan format: BC7_UNORM_BLOCK (145) Mips: 14 Is array texture: false Faces: 1 Is premultiplied: false Color space: Linear Swizzle: {R, G, B, A} Key/value data: ASOBO_flags: BILINEAR\x00COMPRESSION\x00MIPMAP\x00REDUCE_LESS\x00PLATFORM_FORMAT\x00QUALITY_HIGH ASOBO_opacities: ASOBO_transp: ASOBOtexversion: \x01\x00\x00 KTXwriter: ASOBO_FlightSim When I first created my script I added that QUALITYHIGH flag to replicate whatever KTX2 I was generating from another 3rd party aircraft dev, they must have also used it. However I guess I should make it optional in my script. I'll add this in the settings for the ImageToMSFSKTX2 script, however in the short term you can manually remove it from the XMLs generated by the script before running the command to generate the KTX2 files; just delete the QUALITYHIGH text from the <UserFlags> section; I haven't tested this but I think it should work. And actually the potential for manual edits to the XML files is exactly why I made it a two step process in the script! For details on the user flags check on this page in the MSFS 2024 SDK. <BitmapConfiguration><BitmapSlot>MTL_BITMAP_DECAL0</BitmapSlot><UserFlags Type="_DEFAULT">QUALITYHIGH</UserFlags></BitmapConfiguration>
  8. Hi, I wrote the ImagetoMSFSKTX2 script. All it does is call the FS2024 SDK and ask it to compile a bunch of source images into KTX2 format. The actual creation of those KTX2 files is all done by the SDK, and to my knowledge there are no parameters you can set which influence the file size. I don’t own the aircraft you are working on, but I’m interested in figuring out the reason for the difference in the KTX2 files. Would you be able to share one set of example files with me? I.e one original KTX2 file plus your KTX2 file.
  9. I found this the other week and it's very cool! One limitation is it doesn't support helicopters - I had wanted some Chinook wingmen for some screenshots but no luck. However it worked great with regular aircraft!
  10. Been on the back burner to be honest! I’ve got a nearly done model of Bodie Creek suspension bridge but need to make it fit the terrain, or vice versa. Also started a model of the Christ Church Cathedral in Stanley and was wondering about doing something for the Argentine and British war cemeteries but I’m unsure on the sensitivities of doing that. Mare Harbour is also something I thought about doing… eventually. Before I return to any of that I’ll work on an update of my EGYP scenery - got a few custom models to add, and some other bits I want to refine around apron textures and painted lines.
  11. Also very much looking forward to your Falklands airstrips Superspud!
  12. Thanks again for the continued work on this, it's a must-have for me when running MSFS! One minor UI feature request: Could we have a semi-transparent ultra-compact mode which only displays the values from the Sim Values panel in a very small semi-transparent borderless window? This would be useful when combined with the On top option - since I'd like to keep an eye on these numbers while flying, but would like to minimise the visual intrusiveness of another window on top of the sim.
  13. I can reproduce this type of problem if I increase Text size above 100%. Note this is NOT the same as the overall Windows Scale control, since AutoFPS seems to handle that scaling setting nicely. In the screenshot below I set Text size to 150%, and you can see the text gets too big for the AutoFPS window. I'm using Windows 11 - but in Windows 10 this is probably equivalent to Settings > Display > Make text bigger which I guess will do something similar.
  14. Just a quick note to say thanks for all your hard work on this. I've been following the various iterations over the last few weeks and months, but finally decided to give it a try. I must say it's VERY impressive - I look forward to seeing how it develops further! One question: could this utility control DLSS settings too? DLSS can get pretty ugly, especially over water, but obviously it's a very valuable tool for squeezing out more frames. Having a way to automate DLSS mode switching would be interesting - although I guess that's the intent behind DLSS "Automatic" mode, but to be honest it seems to want to use quite high (i.e. ugly) levels of super-sampling.

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